A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilt’s fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

Key Features

Experience the freedom of rocket parkour

Carve your own path through every level.

Branching level selection.

Catchy soundtrack with a retro feel.

Challenge your friends' records, and beat their cloud saved ghosts.

No unlocking skills. It is all there to explore and master from the get go.

In-house engine.

Utilizes Nvidia PhysX Technology.

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Others Say

"looking like some kind of neo-Viking marathon ballerina is the ultimate reward for learning all of a course's curves and dimples"
- RockPaperShotgun.com

"Cloudbuilt looks like it was developed in my dreams"
- Destructoid.com

But, first of all, we know that we have not been that active here in a long time, but we hope to be a little more active now. So, if there is anything about the game or our technology you would like us to cover in the future, please let us know! :) We can't make any promises to cover it, but if we know what you are interested in seeing, we can at least try.

I'm currently considering to maybe live stream when I do some upgrades to the players animation and blending tree, showing some of our tools, technology and pipeline. Maybe not too in-depth, but what's needed for the updates I have in mind at least. If that sounds interesting, please let us know! (We can most likely edit and shorten it a little bit and post like a video afterwards as well)

(Bonus screenshot from our asset editor when viewing a section of the blend tree and state machine)

Now that's enough of that for now, let's get to the news stuff!

New level and new theme

It’s time to introduce Cloudbuilt's hottest level yet! Maybe a little too hot for some, but don’t worry! Even though the level is surrounded by blazing flames and the level itself is burning, you won’t take any damage from the fire. Though, the red light, embers and smoke might make things harder to see at times. Better keep your eyes peeled.

New Enemy: Mine lobber

You might be aware of the Drop Mines? Small innocent mines, often attached to the ceiling to drop down and greet guests that come to visit them (quite well-mannered one could say).
I bet most of you thought there were a little too few of them in the previous levels?
Let me introduce the Mine Lobber! They will never run out of their supplies, ensuring you will get all the mines you need, and maybe, probably even more…

I can’t say for sure if it will run on XP since we haven’t tested the game on a XP machine. Since OpenGL does not require any specific OS it is possible that the game will run on XP, but as I said we haven’t tested it yet.
The biggest problem I see if you are running a DX 9 card, is that it might not be powerful enough to run the game.

Thanks for voting! Yes that is the style we are using in-game, all of the gameplay in the trailer is in-game footage.

We haven’t made any definite plans for post-release right now, but if there is an interest for a Linux version we look into it after launch. We use OpenGL and most of our engine is made up of platform-independent components, so it is entirely possible that we can support it down the line.